mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
BattleGrounds: Refactor and Fix bots re-spawning when graveyard meanwhile gets lost (#937)
* Update ReleaseSpiritAction.cpp * Update ReleaseSpiritAction.cpp * Update ReleaseSpiritAction.cpp * Update ReleaseSpiritAction.cpp * Update ReleaseSpiritAction.h * Update ReleaseSpiritAction.h * Update ReleaseSpiritAction.cpp * Update ReleaseSpiritAction.cpp * Update ReleaseSpiritAction.cpp * Refactor (#68) * Refactored ReleaseSpiritAction.cpp * Ref ReleaseSpiritAction.h * Restore comment
This commit is contained in:
@@ -7,12 +7,14 @@
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#include "Event.h"
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#include "GameGraveyard.h"
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#include "NearestNpcsValue.h"
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#include "ObjectDefines.h"
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#include "ObjectGuid.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "Corpse.h"
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// ReleaseSpiritAction implementation
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bool ReleaseSpiritAction::Execute(Event event)
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{
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if (bot->IsAlive())
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@@ -28,214 +30,212 @@ bool ReleaseSpiritAction::Execute(Event event)
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return false;
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}
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WorldPacket& p = event.getPacket();
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if (!p.empty() && p.GetOpcode() == CMSG_REPOP_REQUEST)
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botAI->TellMasterNoFacing("Releasing...");
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else
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botAI->TellMasterNoFacing("Meet me at the graveyard");
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const WorldPacket& packet = event.getPacket();
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const std::string message = !packet.empty() && packet.GetOpcode() == CMSG_REPOP_REQUEST
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? "Releasing..."
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: "Meet me at the graveyard";
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botAI->TellMasterNoFacing(message);
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// Death Count to prevent skeleton piles
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Player* master = GetMaster();
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if (!master || (master && GET_PLAYERBOT_AI(master)))
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{
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uint32 dCount = AI_VALUE(uint32, "death count");
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context->GetValue<uint32>("death count")->Set(dCount + 1);
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}
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IncrementDeathCount();
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LogRelease("released");
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LOG_INFO("playerbots", "Bot {} {}:{} <{}> released", bot->GetGUID().ToString().c_str(),
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bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
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WorldPacket packet(CMSG_REPOP_REQUEST);
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packet << uint8(0);
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bot->GetSession()->HandleRepopRequestOpcode(packet);
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// // add waiting for ress aura
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// if (bot->InBattleground() && !botAI->HasAura(SPELL_WAITING_FOR_RESURRECT, bot) && !bot->IsAlive())
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// {
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// // cast Waiting for Resurrect
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// GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
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// ObjectGuid guid;
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// Unit* unit;
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// for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
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// {
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// unit = botAI->GetUnit(*i);
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// if (unit && unit->IsSpiritService())
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// {
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// guid = unit->GetGUID();
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// break;
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// }
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// }
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// if (!guid) {
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// return true;
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// }
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// if (bot->GetDistance(unit) >= INTERACTION_DISTANCE) {
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// bot->GetMotionMaster()->MoveChase(unit);
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// } else {
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// WorldPacket packet(CMSG_GOSSIP_HELLO);
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// packet << guid;
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// bot->GetSession()->HandleGossipHelloOpcode(packet);
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// }
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// }
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WorldPacket releasePacket(CMSG_REPOP_REQUEST);
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releasePacket << uint8(0);
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bot->GetSession()->HandleRepopRequestOpcode(releasePacket);
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return true;
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}
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bool AutoReleaseSpiritAction::Execute(Event event)
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void ReleaseSpiritAction::IncrementDeathCount() const
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{
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// Death Count to prevent skeleton piles
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Player* master = GetMaster();
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if (!master || (master && GET_PLAYERBOT_AI(master)))
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Player* master = botAI->GetMaster();
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if (!master || GET_PLAYERBOT_AI(master))
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{
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uint32 dCount = AI_VALUE(uint32, "death count");
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context->GetValue<uint32>("death count")->Set(dCount + 1);
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uint32 deathCount = AI_VALUE(uint32, "death count");
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context->GetValue<uint32>("death count")->Set(deathCount + 1);
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}
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}
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LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> auto released", bot->GetGUID().ToString().c_str(),
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bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
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void ReleaseSpiritAction::LogRelease(const std::string& releaseMsg, bool isAutoRelease) const
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{
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const std::string teamPrefix = bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H";
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LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> {}",
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bot->GetGUID().ToString().c_str(),
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teamPrefix,
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bot->GetLevel(),
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bot->GetName().c_str(),
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releaseMsg.c_str());
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}
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// AutoReleaseSpiritAction implementation
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bool AutoReleaseSpiritAction::Execute(Event event)
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{
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IncrementDeathCount();
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LogRelease("auto released", true);
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WorldPacket packet(CMSG_REPOP_REQUEST);
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packet << uint8(0);
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bot->GetSession()->HandleRepopRequestOpcode(packet);
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LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> releases spirit", bot->GetGUID().ToString().c_str(),
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bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
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if (bot->InBattleground() && (time(NULL) - bg_gossip_time >= 15 || !bot->HasAura(SPELL_WAITING_FOR_RESURRECT)))
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LogRelease("releases spirit", true);
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if (bot->InBattleground())
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{
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GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
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ObjectGuid guid;
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Unit* unit;
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for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
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{
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unit = botAI->GetUnit(*i);
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if (unit && unit->IsSpiritService())
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{
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guid = unit->GetGUID();
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break;
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}
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}
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if (!guid)
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{
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return true;
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}
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if (bot->GetDistance(unit) >= INTERACTION_DISTANCE)
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{
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// bot needs to actually click spirit-healer in BG to get res timer going
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// and in IOC it's not within clicking range when they res in own base
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MotionMaster& mm = *bot->GetMotionMaster();
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mm.Clear();
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mm.MovePoint(bot->GetMapId(), unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), true);
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}
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else if (!botAI->IsRealPlayer()) // below doesnt work properly on realplayer, but its also not needed
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{
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bg_gossip_time = time(NULL);
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WorldPacket packet(CMSG_GOSSIP_HELLO);
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packet << guid;
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bot->GetSession()->HandleGossipHelloOpcode(packet);
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}
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return HandleBattlegroundSpiritHealer();
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}
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botAI->SetNextCheckDelay(1000);
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return true;
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}
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bool AutoReleaseSpiritAction::isUseful()
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{
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if (!bot->isDead())
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if (!bot->isDead() || bot->InArena())
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return false;
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if (bot->InArena())
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return false;
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// if (bot->InBattleground())
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// return true;
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// When bot dies in BG, wait a couple of seconds before release.
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// This prevents currently casted (ranged) spells to be re-directed to the bot's ghost.
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// Use a static map to track release times for each bot.
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if (bot->InBattleground())
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{
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auto botId = bot->GetGUID().GetRawValue();
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// If the bot is not a ghost yet, delay release some.
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if (!bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
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{
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time_t now = time(nullptr);
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// If this bot has no recorded release time yet, set it to now.
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if (botReleaseTimes.find(botId) == botReleaseTimes.end())
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botReleaseTimes[botId] = now;
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// Wait 6 seconds before releasing.
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if (now - botReleaseTimes[botId] < 6)
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return false;
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}
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// Erase the release time for this bot.
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botReleaseTimes.erase(botId);
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return true;
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}
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return ShouldDelayBattlegroundRelease();
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if (bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
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return false;
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return ShouldAutoRelease();
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}
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bool AutoReleaseSpiritAction::HandleBattlegroundSpiritHealer()
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{
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constexpr uint32_t RESURRECT_DELAY = 15;
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const time_t now = time(nullptr);
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if ((now - m_bgGossipTime < RESURRECT_DELAY) &&
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bot->HasAura(SPELL_WAITING_FOR_RESURRECT))
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{
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return false;
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}
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float bgRange = 2000.0f;
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GuidVector npcs = NearestNpcsValue(botAI, bgRange);
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Unit* spiritHealer = nullptr;
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for (const auto& guid : npcs)
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{
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Unit* unit = botAI->GetUnit(guid);
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if (unit && unit->IsFriendlyTo(bot) && unit->IsSpiritService())
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{
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spiritHealer = unit;
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break;
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}
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}
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if (!spiritHealer)
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return false;
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if (bot->GetDistance(spiritHealer) >= INTERACTION_DISTANCE)
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{
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// Bot needs to actually click spirit-healer in BG to get res timer going
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// and in IOC it's not within clicking range when they res in own base
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// Teleport to nearest friendly Spirit Healer when not currently in range of one.
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bot->TeleportTo(bot->GetMapId(), spiritHealer->GetPositionX(), spiritHealer->GetPositionY(), spiritHealer->GetPositionZ(), 0.f);
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RESET_AI_VALUE(bool, "combat::self target");
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RESET_AI_VALUE(WorldPosition, "current position");
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}
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else if (!botAI->IsRealPlayer())
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{
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m_bgGossipTime = now;
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WorldPacket packet(CMSG_GOSSIP_HELLO);
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packet << spiritHealer->GetGUID();
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bot->GetSession()->HandleGossipHelloOpcode(packet);
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}
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return true;
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}
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bool AutoReleaseSpiritAction::ShouldAutoRelease() const
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{
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if (!bot->GetGroup())
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return true;
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if (!botAI->GetGroupMaster())
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return true;
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if (botAI->GetGroupMaster() == bot)
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Player* groupMaster = botAI->GetGroupMaster();
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if (!groupMaster || groupMaster == bot)
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return true;
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if (!botAI->HasActivePlayerMaster())
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return true;
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if (botAI->HasActivePlayerMaster() && botAI->GetGroupMaster()->GetMapId() == bot->GetMapId() && bot->GetMap() &&
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if (botAI->HasActivePlayerMaster() &&
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groupMaster->GetMapId() == bot->GetMapId() &&
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bot->GetMap() &&
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(bot->GetMap()->IsRaid() || bot->GetMap()->IsDungeon()))
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{
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return false;
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}
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return sServerFacade->IsDistanceGreaterThan(
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AI_VALUE2(float, "distance", "master target"),
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sPlayerbotAIConfig->sightDistance);
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}
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bool AutoReleaseSpiritAction::ShouldDelayBattlegroundRelease() const
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{
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// The below delays release to spirit with 6 seconds.
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// This prevents currently casted (ranged) spells to be re-directed to the died bot's ghost.
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const int32_t botId = bot->GetGUID().GetRawValue();
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// If the bot already is a spirit, erase release time and return true
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if (bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
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{
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m_botReleaseTimes.erase(botId);
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return true;
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}
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// Delay release to spirit.
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const time_t now = time(nullptr);
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constexpr time_t RELEASE_DELAY = 6;
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auto& lastReleaseTime = m_botReleaseTimes[botId];
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if (lastReleaseTime == 0)
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lastReleaseTime = now;
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if (now - lastReleaseTime < RELEASE_DELAY)
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return false;
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if (botAI->GetGroupMaster()->isDead())
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return true;
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if (sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "master target"),
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sPlayerbotAIConfig->sightDistance))
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return true;
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return false;
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m_botReleaseTimes.erase(botId);
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return true;
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}
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bool RepopAction::Execute(Event event)
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{
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LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> repops at graveyard", bot->GetGUID().ToString().c_str(),
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bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
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const GraveyardStruct* graveyard = GetGrave(
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AI_VALUE(uint32, "death count") > 10 ||
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CalculateDeadTime() > 30 * MINUTE
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);
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int64 deadTime;
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Corpse* corpse = bot->GetCorpse();
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if (corpse)
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deadTime = time(nullptr) - corpse->GetGhostTime();
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else if (bot->isDead())
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deadTime = 0;
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else
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deadTime = 60 * MINUTE;
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uint32 dCount = AI_VALUE(uint32, "death count");
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GraveyardStruct const* ClosestGrave = GetGrave(dCount > 10 || deadTime > 30 * MINUTE);
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if (!ClosestGrave)
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if (!graveyard)
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return false;
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bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
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RESET_AI_VALUE(bool, "combat::self target");
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RESET_AI_VALUE(WorldPosition, "current position");
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PerformGraveyardTeleport(graveyard);
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return true;
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}
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bool RepopAction::isUseful()
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{
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if (bot->InBattleground())
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return false;
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return true;
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return !bot->InBattleground();
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}
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int64 RepopAction::CalculateDeadTime() const
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{
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if (Corpse* corpse = bot->GetCorpse())
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return time(nullptr) - corpse->GetGhostTime();
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return bot->isDead() ? 0 : 60 * MINUTE;
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}
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void RepopAction::PerformGraveyardTeleport(const GraveyardStruct* graveyard) const
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{
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bot->TeleportTo(graveyard->Map, graveyard->x, graveyard->y, graveyard->z, 0.f);
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RESET_AI_VALUE(bool, "combat::self target");
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RESET_AI_VALUE(WorldPosition, "current position");
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}
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@@ -3,10 +3,8 @@
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_RELEASESPIRITACTION_H
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#define _PLAYERBOT_RELEASESPIRITACTION_H
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#include <cstdint>
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#ifndef PLAYERBOT_RELEASESPIRITACTION_H
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#define PLAYERBOT_RELEASESPIRITACTION_H
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#include "Action.h"
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#include "ReviveFromCorpseAction.h"
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@@ -16,34 +14,46 @@ class PlayerbotAI;
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class ReleaseSpiritAction : public Action
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{
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public:
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ReleaseSpiritAction(PlayerbotAI* botAI, std::string const name = "release") : Action(botAI, name) {}
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ReleaseSpiritAction(PlayerbotAI* botAI, const std::string& name = "release")
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: Action(botAI, name) {}
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bool Execute(Event event) override;
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void LogRelease(const std::string& releaseType, bool isAutoRelease = false) const;
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protected:
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void IncrementDeathCount() const;
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};
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class AutoReleaseSpiritAction : public ReleaseSpiritAction
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{
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public:
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AutoReleaseSpiritAction(PlayerbotAI* botAI, std::string const name = "auto release")
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: ReleaseSpiritAction(botAI, name)
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{
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}
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AutoReleaseSpiritAction(PlayerbotAI* botAI, const std::string& name = "auto release")
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: ReleaseSpiritAction(botAI, name) {}
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bool Execute(Event event) override;
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bool isUseful() override;
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private:
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inline static std::unordered_map<uint32_t, time_t> botReleaseTimes;
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uint32_t bg_gossip_time = 0;
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bool HandleBattlegroundSpiritHealer();
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bool ShouldAutoRelease() const;
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bool ShouldDelayBattlegroundRelease() const;
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inline static std::unordered_map<uint32_t, time_t> m_botReleaseTimes;
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time_t m_bgGossipTime = 0;
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};
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class RepopAction : public SpiritHealerAction
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{
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public:
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RepopAction(PlayerbotAI* botAI, std::string const name = "repop") : SpiritHealerAction(botAI, name) {}
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RepopAction(PlayerbotAI* botAI, const std::string& name = "repop")
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: SpiritHealerAction(botAI, name) {}
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bool Execute(Event event) override;
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bool isUseful() override;
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private:
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int64 CalculateDeadTime() const;
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void PerformGraveyardTeleport(const GraveyardStruct* graveyard) const;
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};
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#endif
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